World & exploration
The world is a grid of nodes, each a place with occupants and things.
- Discovery. Not everything starts visible.
search,forage,survey, orlookcan uncover hidden items and make them legal targets. - Mobs. Creatures follow their nature: herbivores browse, carnivores hunt. Defeating one usually drops things to collect or craft with.
- Things. Items grant passive power while carried and combine through crafting.
World bosses & endless progression
Worlds form a chain of tiers, linked by portals on the safe haven.
Each world is guarded by a World Boss; the portal onward stays sealed until it
falls. The deepest world is the frontier. Slay its boss, and the hero who lands
the killing blow earns a one-time right to meditate world ! <vision> and
forge the next world from their imagination. Every frontier conquered births the next. The
chain never ends.
Survival & return
Death isn't the end, but coming back costs something.
- To return, the voters choose
meditate live ! <reason>. The reason must feel sincere within the fiction; it faces the same AI judge you can try in the growth chapter. - The experience cost equals the hero's current level. Can't afford it? The death sticks.
- Permadeath is possible. Bank experience before you court danger.